CMAK ARMOURED (Team) JOUST TOURNAMENT
RULES & GAME DETAILS

(VERSION  1.1)

OVERVIEW

1.     The tournament will be played over 1 round only.

2.     It will be run between teams.

3.     Each team will be comprised of 12 players.

4.     One member of each team will be designated as the team captain.

5.     Half of each team will play as Axis and half as Allied.

6.     Points will be awarded to each player in each team as follows:

        Total Victory 5 pts
        Major Victory 4 pts
        Tactical Victory 3 pts
        Minor Victory 2 pts
        Draw 1 pt

7.    The tournament will be won by the team that has been awarded the most points.

8.    The umpire will not play in the competition.

9.    Which player plays in which position in each team roster is determined by the respective team Captain.

10.    There is no specific prize for winning or doing well in this tournament.  It does however give the excuse to brag openly about how well you have done/are doing on the Blitz CM Message Board. (chuckle)
 

MECHANICS

11.    This tournament will be fought using the Quick Battle generator with a map designed/selected by the Umpire.  This will be available for downloading and viewing 1 week prior to the tournament start date.    More set-up details are below at Para 23.

12.    The latest version of Combat Mission Africa Korp (CMAK) will be used in all rounds, currently at 1.03

13.    All battles should be played PBEM unless BOTH players agree to TCP/IP.

14.    All the players in a team should use the same password for their games.

15.    Each battle is to be played over 20 turns.

16.    The battle is to be played over 60 day period, start and finish dates will be advised by the umpire on the Tournament Homepage.

17.    At the quarter-way point through the Tournament if a game has not been started, which-ever player is holding proceedings up will be replaced immediately.

18.    At the half-way point, if less than 25 files have been exchanged, the Umpire will request a Turn Log (See Para 20) be started, and will monitor the time it takes for turns to be processed.  At the 3/4 point, if the position has not been recovered, the player who is taking longest to process the turn will be replaced by another from that team nominated by the relevant CO to finish the match.

19.    Any games which did not trigger the turn log process but which are not finished by the deadline date must be finished within two weeks by either frantic PBEM activity or TCP-IP link up, either by the original player or replacements nominated by the Captains.

20.    When the Umpire has decreed that a games progress is be tracked by the use of Turn Log, players are obliged to advise the umpire each time a turn is processed and sent to their opponent.   The format of the E-Mail should be:

        SUBJECT:  CMAK ARMOURED JOUST - TURN REPORT
        Game No:
        Processed By:
        Sent To Player:
        Date:
        File Number:        (See notes in Para 22 on this)

21.    At least once a fortnight the Umpire will request that all players advise him of the last turn they processed.  This information will used to update the web site Game Progress page.

22.   File numbering should follow a strict sequence.  Starting player's name, other player's name, File number.  (Example:  Vulture-Jimzalabim-File-01 is sent to Jimzalabim, he then completes his turn and saves it as Vulture-Jimzalabim-File-02 sending it to back to Vulture, and so on.)

23.    If you cannot process a turn for more than 3 days, please have the courtesy to advise your opponent.

24.    At the conclusion of the battle each player should send a screen print of the final victory screen to the umpire.

25.    GAME SET-UP

The Axis player sets the game up using the following parameters, and is the first player.

Date:                        Oct 1942
Region:                    North Africa
-----------------------------------------------
Force Mix:                Pure Armour
Nationality:                Axis   -  German      Allied   -  British
Division Type:           Mechanised
Quality:                    Unrestricted
Purchase Units:          Allow Human
Fitness:                        Fit
Casulties:                    None
Ammo:                    Full
Battle Type:          Meeting Engagement
----------------------------------------------
Force Size:  3,000 pts or 5,000 pts.  The default setting is 3,000 pts, however if both players are in agreement 5,000 pts can be used.  (The Umpire's recommendation is 5,000 pts)
Map Size:          Medium
Handicap:          None
Rarity:                None
Time:                Dawn
Temperature:     Cool
Weather:           Overcast & Windy
Game Length:    20 Turns Fixed

Fog Of War:   Extreme

FORCE RESTRICTIONS

26.    Only vehicles under the Armour category are allowed.  (No Infantry, Support weapons, Vehicles, Artillery or Aircraft are allowed).
Any player considered to have deliberately contravened any of the force restrictions will forfeit their match, their opponent being awarded a Total Victory.  If in doubt, ask the Umpire.
 

FINALLY

27.    When players exchange their first file with their opponent at the start of the game please notify the umpire by E-Mail.

28.    Games count at Blitzkrieg ladder games for those members of the Blitz club.  Players should report the games as a 3,000 or 5,000 point Quick Battle in the normal way.  Blitz players playing non Blitz members will awarded bonus points, please contact Wild Bill the ladder custodian direct.

29.    The objective of these rules is to provide a formal structure within which to run the tournament.  They may be subject to revision  from time to time should the need arise; however this will only be done after detailed discussion with the Blitzkrieg Combat Mission Commander.

30.    Cheating and poor gamesmanship of any kind are to be deplored, and the umpire will take a very dim view of such activity.

31.    Have fun; after all, that's what a Combat Mission tournament is all about.

        Enjoy

             Strength and honour !

                Vulture


 



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